Average Reviews:
(More customer reviews)This is a great one to break out when there are kids in the mix, when you want something that isn't too thinky, or when you just want something quick and light in between other heavier games. The "press your luck" component is a lot of fun, even when you "crap out". One of the rare occasions in real life saying "D'oh!" like Homer Simpson actually works.
You can be set up, have the rules under your belt, and underway in two or three minutes, and then the game lasts between 10 and 20 minutes usually (in our two-player games). The bits are sturdy plastic in bright colors, very pleasing.
If your kids like Yahtzee (or if you do), this is a good fun cousin to add to your collection.
Amazon's description of gameplay is quite good, though I will just clarify one thing: on any given turn, you are trying for up to three different dice results. So on one turn, you may go for 2's, 6's, and 7's. On your next turn, maybe you'd try for 5's, 7's, and 10's.
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This Sid Sackson classic was actually released in the United States, but it never did well enough commercially to stay in print for more than a couple of years. The idea is quite simple. There is a board with all the possible results of two six-sided dice: two through twelve. The object of the game is to move a little marker to the top of three columns by rolling that result, but you need many more sevens than you need twelves, based on the likelihood of each result. During your turn, you roll the dice and place temporary markers onto the board. You can continue moving these markers until either none of your dice match (your turn is over and all progress you've made is gone), or cut your losses and end your turn (placing a permanent marker in your rows). Nice light filler for opening or closing a session.
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